// Input parameters:
// - Real building position
// - Real building orientation
// - Relative position inside the building
// Output:
// - Real position inside the building using standard coordinates. Use setPos to set the object position.
XfBuildingPositionCalculator = {
	private ["_building_pos","_building_dir","_relative_pos"];
	_building_pos = _this select 0;
	_building_dir = _this select 1;
	_relative_pos = _this select 2;
	
	_dist = [0,0,0] distance _relative_pos;
	_x = _relative_pos select 0;
	_y = _relative_pos select 1;
	_z = _relative_pos select 2;
	_angle_xy = acos (_y / _dist);
	_angle_xz = acos (_x / _dist);
	
	_angle_xy = _angle_xy + _building_dir;
	
	_nx = _dist * (sin _angle_xy);
	_ny = _dist * (cos _angle_xy);
	_nz = _dist * (sin _angle_xz);
	
	_bx = _building_pos select 0;
	_by = _building_pos select 1;
	_bz = _building_pos select 2;

	_real_pos = [_bx + _nx, _by + _ny, _bz + _nz];
	
	_real_pos;
};


// This is used in combination with the Find Command to extract more quickly the building informations for the second heavier array.
// It also allows for quickly knowing if a house is in the array of not.
BUILDING_POSITION_INDEXER = [
	"Land_HouseV_1I4"
	,"Land_HouseBlock_C4"
	,"Land_HouseV_2L"
	,"Land_HouseBlock_C5"
	,"Land_HouseBlock_A1_1"
	,"Land_HouseV_1I1"
	,"Land_HouseV_1L1"
	,"Land_HouseBlock_A3"
	,"Land_HouseV_1L2"
	,"Land_kulna"
	,"Land_HouseV2_04_interier"
	,"Land_HouseV_1I3"
	,"Land_Church_02"
	,"Land_Ind_Workshop01_01"
	,"Land_Ind_Garage01"
	,"Land_stodola_open"
	,"Land_Barn_W_01"
	,"Land_Farm_Cowshed_c"
	,"Land_Farm_Cowshed_b"
	,"Land_houseV_2T2"
	,"Land_Farm_Cowshed_a"
	,"Land_KBud"
	,"Land_A_GeneralStore_01a"
	,"Land_A_FuelStation_Build"
	,"Land_hut06"
	,"Land_A_FuelStation_Shed"
	,"Land_vez"
	,"Land_Ind_Workshop01_02"
	,"Land_Ind_Workshop01_L"
	,"Land_IndPipe2_big_ground1"
	,"Land_HouseV2_01A"
	,"Land_Ind_SiloVelke_01"
	,"Land_A_Pub_01"
	,"Land_HouseBlock_B3"
	,"Land_Misc_PowerStation"
	,"Land_HouseBlock_B6"
	,"Land_Hlidac_budka"
	,"Land_HouseBlock_B5"
	,"Land_HouseBlock_A2_1"
	,"Land_A_MunicipalOffice"
	,"Land_Ind_Pec_02"
	,"Land_Ind_MalyKomin"
	,"Land_Ind_Pec_03b"
	,"Land_Ind_Pec_01"
	,"Land_IndPipe2_bigBuild2_L"
	,"Land_IndPipe2_bigBuild1_R"
	,"Land_Hangar_2"
	,"Land_HouseB_Tenement"
	,"Land_Ind_Expedice_1"
	,"Land_HouseBlock_C3"
	,"Land_Mil_Guardhouse"
	,"Land_Tovarna2"
	,"Land_HouseBlock_A1"
	,"Land_a_stationhouse"
	,"Land_HouseV2_03"
	,"Land_Ind_Vysypka"
	,"Land_Ind_Pec_03a"
	,"Land_A_Office02"
	,"Land_Church_03"
	,"Land_Shed_Ind02"
	,"Land_HouseV2_02_Interier"
	,"Land_Panelak2"
	,"Land_A_GeneralStore_01"
	,"Land_rail_station_big"
	,"Land_A_Crane_02a"
	,"Land_Panelak"
	,"Land_A_BuildingWIP"
	,"Land_A_Office01"
	,"Land_Church_01"
	,"Land_Shed_wooden"
	,"Land_Barn_Metal"
	,"Land_sara_domek_zluty"
	,"Land_stodola_old_open"
	,"Land_sara_hasic_zbroj"
	,"Land_Ind_Quarry"
	,"Land_Church_02a"
	,"Land_Ind_IlluminantTower"
	,"Land_Barn_W_02"
	,"Land_Nav_Boathouse"
	,"Land_NAV_Lighthouse"
	,"Land_A_Castle_Bergfrit"
	,"Land_A_Castle_Gate"
	,"Land_A_TVTower_Base"
	,"Land_Mil_House"
];

// This array contains per house type an array with 3 sub arrays:
// 1) Combat positions like entrances and windows.
// 2) Hiding positions inside the buildings, for targets like AI to assassinate or objects to get.
// 3) Roof positions for snipers.
//
// Note that the positions are relative to the building position when the building has an orientation of 0.
BUILDING_POSITION_INFOS = [
	//Building: Land_HouseV_1I4
	[
		// Inside combat positions (windows, doors)
		[
			[1.25391,1.82715,-2.84253]
			,[0.615723,-3.89355,-2.86926]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-0.756348,4.48633,-2.8302]
			,[-3.87915,-1.76855,-2.82849]
			,[-3.96924,-4.23633,-2.86462]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseBlock_C4
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.303955,0.632813,-5.7348]
			,[1.10962,0.794922,-5.73981]
		]
	],
	//Building: Land_HouseV_2L
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.131104,-0.874023,-4.12518]
		]
	],
	//Building: Land_HouseBlock_C5
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.27417,1.20508,-5.95886]
		]
	],
	//Building: Land_HouseBlock_A1_1
	[
		// Inside combat positions (windows, doors)
		[
			[-4.4126,3.74805,-4.95947]
			,[-4.34399,-3.61035,-4.98517]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseV_1I1
	[
		// Inside combat positions (windows, doors)
		[
			[0.119141,-2.04297,-2.98761]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseV_1L1
	[
		// Inside combat positions (windows, doors)
		[
			[1.38086,5.93555,-3.0321]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.454346,-0.0214844,-3.03027]
		]
	],
	//Building: Land_HouseBlock_A3
	[
		// Inside combat positions (windows, doors)
		[
			[0.192627,3.98828,-5.44946]
			,[0.155273,-4.29883,-5.47455]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-2.30005,4.38965,-5.44965]
		]
	],
	//Building: Land_HouseV_1L2
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.686523,0.393555,-3.02014]
		]
	],
	//Building: Land_kulna
	[
		// Inside combat positions (windows, doors)
		[
			[0.223877,0.0117188,-1.14624]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseV2_04_interier
	[
		// Inside combat positions (windows, doors)
		[
			[5.55835,6.40723,-6.19391]
			,[7.39111,5.34961,-6.20239]
			,[5.31152,-5.37598,-6.26947]
			,[-5.18115,5.16113,-6.17389]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[3.56763,3.21191,-6.19141]
			,[-1.39624,2.97266,-6.17389]
			,[0.49585,1.62988,-6.17401]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseV_1I3
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-1.67407,4.38281,-2.4635]
		]
	],
	//Building: Land_Church_02
	[
		// Inside combat positions (windows, doors)
		[
			[-11.2388,1.52539,-11.6718]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Workshop01_01
	[
		// Inside combat positions (windows, doors)
		[
			[0.99292,1.58887,-1.43848]
			,[-1.3291,-2.37109,-1.43848]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-0.781738,0.521484,-1.43878]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Garage01
	[
		// Inside combat positions (windows, doors)
		[
			[-0.739014,0.549805,-1.34387]
			,[0.8479,-2.19629,-1.35583]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[1.85229,2.63086,-1.34406]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_stodola_open
	[
		// Inside combat positions (windows, doors)
		[
			[1.93262,-0.264648,-4.28223]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-3.40186,5.98438,-4.26007]
			,[1.61938,-6.42285,-4.3786]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Barn_W_01
	[
		// Inside combat positions (windows, doors)
		[
			[0.476318,18.2998,-3.37415]
			,[6.02881,14.8682,-3.31097]
			,[-6.15723,-14.8174,-3.36975]
			,[-0.222168,-19.2402,-3.49054]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[3.10254,-9.60254,-3.29816]
			,[-3.42651,11.5986,-3.2323]
			,[-4.89282,1.33789,-3.16437]
			,[4.41724,-0.883789,-3.18707]
		],
		// Roof positions for snipers
		[
			[-0.375,17.502,-3.35529]
			,[-0.55127,-18.5684,-3.47174]
		]
	],
	//Building: Land_Farm_Cowshed_c
	[
		// Inside combat positions (windows, doors)
		[
			[0.0595703,2.0459,-3.22125]
			,[-2.1936,-3.52246,-3.25879]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Farm_Cowshed_b
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[2.94653,-3.18945,-3.22229]
			,[4.96411,3.36035,-3.19281]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_houseV_2T2
	[
		// Inside combat positions (windows, doors)
		[
			[-3.71606,0.910156,-4.83868]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[2.11914,1.03906,-4.81891]
		]
	],
	//Building: Land_Farm_Cowshed_a
	[
		// Inside combat positions (windows, doors)
		[
			[-1.89722,6.14355,-3.22888]
			,[10.1184,6.12988,-3.28119]
			,[9.61206,1.17773,-3.30695]
			,[-1.8999,-5.29492,-3.32843]
			,[2.80225,-6.55078,-3.38641]
			,[9.93604,-5.02051,-3.38702]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[4.33447,6.5127,-3.25854]
			,[1.90503,3.96875,-3.26105]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_KBud
	[
		// Inside combat positions (windows, doors)
		[
			[0.0012207,0.0634766,-1.23224]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_GeneralStore_01a
	[
		// Inside combat positions (windows, doors)
		[
			[-8.49658,5.83887,-1.26495]
			,[11.7556,-4.37012,-1.39221]
			,[6.87988,-4.51758,-1.36029]
			,[-4.53735,-4.40625,-1.32629]
			,[-7.86865,-4.55371,-1.33575]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[1.53247,5.69434,-1.26495]
			,[13.7209,3.06836,-1.32794]
			,[7.87769,-0.0742188,-1.29572]
			,[13.6326,-0.203125,-1.34009]
			,[1.07178,-3.99121,-1.32971]
			,[-6.68018,-1.63965,-1.29523]
		],
		// Roof positions for snipers
		[
			[-8.271,8.2373,-1.27106]
			,[13.7144,8.53613,-1.31921]
			,[14.0447,-3.80566,-1.40466]
			,[-8.4751,-3.60938,-1.32513]
		]
	],
	//Building: Land_A_FuelStation_Build
	[
		// Inside combat positions (windows, doors)
		[
			[1.56665,1.11328,-1.63165]
			,[0.196289,-0.913086,-1.62817]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_hut06
	[
		// Inside combat positions (windows, doors)
		[
			[0.772217,-0.919922,-1.56268]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-0.302246,2.58789,-1.55981]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_FuelStation_Shed
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[7.78052,3.85254,-3.20282]
			,[-8.00098,-3.07617,-3.18921]
		]
	],
	//Building: Land_vez
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[0.0588379,1.66016,-3.7085]
		]
	],
	//Building: Land_Ind_Workshop01_02
	[
		// Inside combat positions (windows, doors)
		[
			[1.4834,0.805664,-1.47418]
			,[-1.60962,1.29102,-1.47089]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-0.0739746,-0.863281,-1.47101]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Workshop01_L
	[
		// Inside combat positions (windows, doors)
		[
			[3.73853,-2.03223,-1.48926]
			,[1.08936,-5.01172,-1.52087]
			,[0.095459,3.99414,-1.46338]
			,[-3.14111,2.35352,-1.46313]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[3.73022,-4.88184,-1.53461]
			,[-2.42798,4.77441,-1.46332]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_IndPipe2_big_ground1
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.181885,1.3457,-3.63037]
		]
	],
	//Building: Land_HouseV2_01A
	[
		// Inside combat positions (windows, doors)
		[
			[-1.77344,-3.22656,-6.09167]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_SiloVelke_01
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[3.25122,-5.81934,-24.6517]
			,[3.46655,9.48926,-24.6166]
			,[11.0764,5.63574,-24.6121]
			,[11.3965,-3.43262,-24.6696]
		]
	],
	//Building: Land_A_Pub_01
	[
		// Inside combat positions (windows, doors)
		[
			[-2.33423,0.484375,-5.98138]
			,[-1.31689,-6.30176,-6.05707]
			,[-5.05957,-6.03613,-6.04517]
			,[5.82471,-4.84277,-6.06702]
			,[-0.358154,7.46191,-5.99811]
			,[6.35889,4.21387,-6.0083]
			,[-0.0549316,4.87207,-5.98138]
			,[6.37036,-0.443359,-6.01843]
			,[5.73291,-5.14844,-6.07123]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-3.47632,-1.25586,-5.98132]
			,[3.55737,2.40723,-5.99945]
			,[4.10767,7.90039,-6.01819]
			,[-0.092041,2.60547,-5.98145]
			,[3.85522,-0.0175781,-6.00165]
			,[2.92065,-3.95313,-6.03308]
			,[2.98975,1.25,-5.99573]
			,[0.432861,2.52539,-5.98157]
			,[3.1626,7.41797,-6.00861]
		],
		// Roof positions for snipers
		[
			[2.88794,-1.29883,-6.01324]
		]
	],
	//Building: Land_HouseBlock_B3
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[1.62988,-0.0673828,-7.28986]
		]
	],
	//Building: Land_Misc_PowerStation
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[2.53906,7.03906,-2.07031]
			,[2.07788,-1.65527,-2.06757]
		]
	],
	//Building: Land_HouseBlock_B6
	[
		// Inside combat positions (windows, doors)
		[
			[-4.31982,4.28711,-7.61877]
			,[-4.18433,-3.47559,-7.62671]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Hlidac_budka
	[
		// Inside combat positions (windows, doors)
		[
			[-1.1333,0.551758,-1.06976]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[1.95581,0.475586,-1.07599]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseBlock_B5
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[0.947266,0.265625,-7.58276]
		]
	],
	//Building: Land_HouseBlock_A2_1
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[0.361572,7.50684,-7.45575]
			,[1.6084,-0.542969,-7.42279]
		]
	],
	//Building: Land_A_MunicipalOffice
	[
		// Inside combat positions (windows, doors)
		[
			[0.236084,10.0576,-19.121]
			,[0.166992,-6.92383,-18.9298]
			,[-4.57813,-8.4248,-18.9297]
			,[4.40552,-8.43359,-18.9531]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.191895,11.9727,-19.1637]
			,[-10.6084,12.4307,-19.1503]
			,[10.2412,12.29,-19.1777]
			,[0.429443,-6.75,-18.9297]
		]
	],
	//Building: Land_Ind_Pec_02
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.0200195,22.292,-7.07288]
			,[-0.0751953,-20.5146,-6.93896]
		]
	],
	//Building: Land_Ind_MalyKomin
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[0.491699,-0.838867,-17.233]
		]
	],
	//Building: Land_Ind_Pec_03b
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[14.9556,17.4688,-5.71045]
			,[14.0798,-25.5742,-5.7558]
			,[-6.02686,-25.9893,-5.67212]
			,[-5.53003,17.2969,-5.6803]
		]
	],
	//Building: Land_Ind_Pec_01
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[0.0529785,-1.80957,-23.1243]
			,[-0.281494,-12.7949,-23.1953]
		],
		// Roof positions for snipers
		[
			[9.37012,-7.74023,-23.1708]
			,[9.948,-7.74121,-23.1736]
		]
	],
	//Building: Land_IndPipe2_bigBuild2_L
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[5.82983,3.61426,-3.86261]
		]
	],
	//Building: Land_IndPipe2_bigBuild1_R
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-5.74146,3.54688,-3.83276]
		]
	],
	//Building: Land_Hangar_2
	[
		// Inside combat positions (windows, doors)
		[
			[-10.2854,-9.28711,-2.80676]
			,[7.8606,-9.46875,-2.86981]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[8.41187,1.00391,-2.745]
			,[-8.59302,2.28809,-2.70294]
			,[-13.373,10.668,-2.75031]
			,[13.042,10.5566,-2.8045]
		],
		// Roof positions for snipers
		[
			[0.0324707,-8.33984,-2.80591]
		]
	],
	//Building: Land_HouseB_Tenement
	[
		// Inside combat positions (windows, doors)
		[
			[9.42627,-1.45117,-21.6953]
			,[13.9915,14.1309,-21.6424]
			,[-6.32251,-1.53027,-21.6067]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-11.8472,2.73926,-21.5479]
			,[4.11084,11.0811,-21.5715]
		],
		// Roof positions for snipers
		[
			[2.64136,-7.82715,-21.7585]
		]
	],
	//Building: Land_Ind_Expedice_1
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-2.53857,19.3037,-13.0977]
			,[13.8376,-19.5566,-13.4984]
		]
	],
	//Building: Land_HouseBlock_C3
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[3.67139,1.07422,-8.21747]
			,[-5.19678,1.35449,-8.19739]
		]
	],
	//Building: Land_Mil_Guardhouse
	[
		// Inside combat positions (windows, doors)
		[
			[-2.84302,0.166992,-1.99725]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Tovarna2
	[
		// Inside combat positions (windows, doors)
		[
			[-4.56372,8.27637,-5.68427]
			,[6.71289,-6.93066,-5.72766]
			,[2.19727,7.38867,-5.69244]
			,[-13.054,-0.745117,-5.62769]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[0.28833,8.00586,-5.69299]
			,[-5.1814,6.38086,-5.66095]
			,[-11.8562,5.08789,-5.64502]
			,[-6.4436,-0.836914,-5.62891]
			,[-4.87793,6.04492,-5.65759]
			,[-11.4106,8.32617,-5.67908]
			,[-12.5662,2.4043,-5.62732]
			,[-3.7312,1.61719,-5.62708]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseBlock_A1
	[
		// Inside combat positions (windows, doors)
		[
			[-4.08643,4.05469,-9.02222]
			,[-4.35327,-4.13086,-9.05743]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_a_stationhouse
	[
		// Inside combat positions (windows, doors)
		[
			[18.0728,3.13477,-9.57635]
			,[16.0344,-7.43848,-9.6189]
			,[10.0503,-7.49707,-9.57324]
			,[3.63281,-7.50684,-9.54358]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-4.13574,-8.14844,-9.55237]
			,[1.18628,2.79004,-9.51642]
		],
		// Roof positions for snipers
		[
			[-16.0281,8.84961,-9.5365]
			,[-6.6189,-7.33691,-9.54816]
			,[6.90527,2.73828,-9.52179]
		]
	],
	//Building: Land_HouseV2_03
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-11.8396,1.49707,-6.02704]
		]
	],
	//Building: Land_Ind_Vysypka
	[
		// Inside combat positions (windows, doors)
		[
			[1.85718,27.3906,-6.69067]
			,[1.75757,17.2129,-6.41034]
			,[-4.3562,-21.3916,-6.54169]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[0.899658,-12.3223,-6.36957]
			,[0.551514,2.55859,-6.20959]
		],
		// Roof positions for snipers
		[
			[-12.252,14.0801,-6.31464]
			,[2.37842,-22.2725,-6.60248]
		]
	],
	//Building: Land_Ind_Pec_03a
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[14.697,17.2529,-5.70392]
			,[-5.58545,17.4541,-5.68463]
			,[-5.74023,-25.4639,-5.65955]
			,[14.5488,-26.042,-5.77075]
		]
	],
	//Building: Land_A_Office02
	[
		// Inside combat positions (windows, doors)
		[
			[2.47314,-4.49219,-8.66754]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Church_03
	[
		// Inside combat positions (windows, doors)
		[
			[-13.2178,-0.292969,-14.4159]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-1.41504,-8.49219,-14.4937]
			,[-1.96704,8.22461,-14.4341]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Shed_Ind02
	[
		// Inside combat positions (windows, doors)
		[
			[-1.93506,9.89258,-4.92493]
			,[2.8479,-9.0957,-4.97699]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-3.3479,-6.67578,-4.92554]
			,[4.28589,9.75879,-4.93878]
			,[0.11084,11.5752,-4.94775]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseV2_02_Interier
	[
		// Inside combat positions (windows, doors)
		[
			[-0.0710449,7.14355,-6.52454]
			,[-0.0571289,-7.09473,-6.58508]
			,[-8.22925,2.88574,-6.50525]
			,[8.26587,3.32031,-6.54028]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-7.62671,-1.49023,-6.50702]
			,[7.93823,-1.5918,-6.55139]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Panelak2
	[
		// Inside combat positions (windows, doors)
		[
			[0.602783,2.20801,-4.47632]
			,[0.544189,3.30469,-4.47632]
			,[3.38306,3.75488,-4.48962]
			,[6.74902,-6.76855,-4.55786]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[0.889893,-2.57617,-4.47626]
			,[4.63135,-1.9541,-4.50061]
		],
		// Roof positions for snipers
		[
			[-6.69189,-6.51465,-4.50934]
			,[6.82983,3.59082,-4.50153]
		]
	],
	//Building: Land_A_GeneralStore_01
	[
		// Inside combat positions (windows, doors)
		[
			[-9.39478,2.22949,-2.41492]
			,[10.7556,-8.1875,-2.54578]
			,[5.87231,-8.45508,-2.51532]
			,[-5.82495,-8.22754,-2.47839]
			,[-8.75903,-8.39746,-2.48724]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[5.40796,1.97168,-2.43188]
			,[13.2278,-1.22363,-2.48486]
			,[6.86572,-3.62793,-2.44464]
			,[12.3645,-3.64453,-2.48505]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_rail_station_big
	[
		// Inside combat positions (windows, doors)
		[
			[8.052,3.95117,-5.17719]
			,[7.65527,-3.29492,-5.20557]
			,[0.232178,-2.79199,-5.14575]
			,[-3.38818,-4.19434,-5.16156]
			,[-1.59277,5.94043,-5.13965]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[2.68896,0.0175781,-5.15778]
		],
		// Roof positions for snipers
		[
			[-1.97607,1.6543,-5.12964]
		]
	],
	//Building: Land_A_Crane_02a
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[0.991455,0.432617,-5.35522]
		]
	],
	//Building: Land_Panelak
	[
		// Inside combat positions (windows, doors)
		[
			[0.818848,2.73633,-1.77625]
			,[-6.32349,3.0918,-1.77631]
			,[-6.79028,-6.16211,-1.80505]
			,[3.02905,3.17383,-1.78497]
			,[6.80347,-6.46191,-1.85303]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[0.878174,-3.23535,-1.77631]
			,[-4.82886,-3.08301,-1.77625]
			,[4.54858,-2.52539,-1.79993]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_BuildingWIP
	[
		// Inside combat positions (windows, doors)
		[
			[-11.9893,5.70703,-6.85748]
			,[9.02466,6.57324,-6.92487]
			,[14.1111,-9.77734,-7.14221]
			,[21.1643,-4.03809,-7.04828]
			,[-20.51,-16.9443,-7.12946]
			,[-18.4172,-7.69238,-6.95551]
			,[-20.3838,9.95508,-6.8894]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[0.429932,8.62305,-6.90546]
			,[-18.4929,5.81836,-6.85779]
			,[-19.8843,-3.25879,-6.91632]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_Office01
	[
		// Inside combat positions (windows, doors)
		[
			[-2.90649,-3.97852,-4.93231]
			,[2.11279,-4.04785,-4.93878]
			,[-15.9075,1.72754,-4.88855]
			,[-4.71558,7.12988,-4.88562]
			,[15.4006,1.12305,-4.97632]
			,[9.52759,-4.08105,-4.9906]
			,[12.5918,7.05371,-4.93488]
			,[14.9883,1.7002,-4.97101]
			,[-5.52759,6.75,-4.88153]
			,[2.82959,-4.79883,-4.96899]
			,[8.97144,-3.62793,-4.97827]
			,[-13.4417,2.96875,-4.89044]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[1.77588,3.87695,-4.8844]
			,[14.5251,-0.639648,-4.97662]
			,[9.49561,3.2334,-4.9259]
			,[15.3108,3.66895,-4.96204]
			,[9.73218,-0.392578,-4.93762]
			,[2.27002,3.42871,-4.88751]
			,[-8.12061,3.8877,-4.88129]
			,[-2.67017,3.88086,-4.88135]
		],
		// Roof positions for snipers
		[
			[-5.07886,-4.82813,-4.93793]
		]
	],
	//Building: Land_Church_01
	[
		// Inside combat positions (windows, doors)
		[
			[-6.8374,-0.0205078,-6.46777]
			,[-6.60229,-0.0292969,-6.46936]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Shed_wooden
	[
		// Inside combat positions (windows, doors)
		[
			[-1.2417,0.0205078,-1.3941]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[1.76831,-0.964844,-1.41058]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Barn_Metal
	[
		// Inside combat positions (windows, doors)
		[
			[-8.69116,-0.0410156,-5.44922]
			,[-2.59253,22.5127,-5.71503]
			,[10.4907,-2.26855,-5.5332]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[9.00464,-23.6279,-5.96478]
			,[-8.36475,-22.8477,-5.86304]
			,[10.0803,21.8975,-5.70422]
		],
		// Roof positions for snipers
		[
			[10.8875,-25.9932,-6.03973]
			,[10.8223,-5.84863,-5.59332]
			,[-9.50244,23.5508,-5.72662]
		]
	],
	//Building: Land_sara_domek_zluty
	[
		// Inside combat positions (windows, doors)
		[
			[3.32373,-0.235352,-2.73724]
			,[-6.57593,2.96484,-2.71564]
			,[6.854,-0.231445,-2.75177]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-6.56494,-2.38281,-2.71588]
			,[-6.96191,-0.363281,-2.71582]
			,[-0.458496,3.62988,-2.72119]
			,[6.84131,1.69824,-2.74628]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_stodola_old_open
	[
		// Inside combat positions (windows, doors)
		[
			[4.28296,-0.65918,-5.14532]
			,[-3.6582,-0.0976563,-5.12885]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[0.130615,10.8652,-5.19055]
			,[-3.05957,-10.5156,-5.25763]
			,[-1.56958,-8.29785,-5.28052]
			,[5.14111,6.26465,-5.15094]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_sara_hasic_zbroj
	[
		// Inside combat positions (windows, doors)
		[
			[-2.53711,-0.00976563,-2.97955]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[6.62378,0.0136719,-2.98309]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Quarry
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-4.53076,17.8467,-7.75922]
		]
	],
	//Building: Land_Church_02a
	[
		// Inside combat positions (windows, doors)
		[
			[-11.0093,0.943359,-11.5666]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_IlluminantTower
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.449463,0.573242,-9.97101]
		]
	],
	//Building: Land_Barn_W_02
	[
		// Inside combat positions (windows, doors)
		[
			[-0.257813,6.81641,-3.12775]
			,[4.57642,3.1875,-3.13647]
			,[-0.345215,-6.28223,-3.18134]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[4.54956,-6.42285,-3.21204]
			,[4.50366,6.87695,-3.14624]
			,[-6.03467,6.40723,-3.12262]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Nav_Boathouse
	[
		// Inside combat positions (windows, doors)
		[
			[4.13452,8.01367,2.00848]
			,[-5.74829,1.07813,2.04437]
			,[5.64941,0.894531,2.01306]
			,[-3.02832,7.59668,2.02808]
			,[2.51465,7.92578,2.01599]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-5.77759,7.74512,2.02612]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_NAV_Lighthouse
	[
		// Inside combat positions (windows, doors)
		[
			[-0.136719,-0.363281,-7.87122]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.396484,-1.06152,-7.87122]
		]
	],
	//Building: Land_A_Castle_Bergfrit
	[
		// Inside combat positions (windows, doors)
		[
			[-3.87549,-0.194336,-13.3368]
			,[3.92212,7.11328,-13.3664]
			,[-3.16943,-3.48926,-13.3626]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[2.55029,-2.41797,-13.3546]
			,[1.34619,3.03906,-13.3385]
			,[1.21606,-1.69727,-13.3376]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_Castle_Gate
	[
		// Inside combat positions (windows, doors)
		[
			[-2.09131,2.97852,-3.48901]
			,[-2.2644,-4.97754,-3.52954]
			,[4.18921,-1.85254,-3.51587]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[7.61304,4.21973,-3.52136]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_TVTower_Base
	[
		// Inside combat positions (windows, doors)
		[
			[5.02075,-0.458008,-22.9114]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[-2.33374,0.634766,-22.8742]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Mil_House
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[-0.382813,5.4502,-5.68805]
			,[-14.7534,-5.59277,-5.72369]
		]
	]
];
